// ==UserScript==
// @name Lunar Aimbot, Crosshair, and FPS Booster for Fortnite on Xbox Cloud Gaming
// @namespace Violentmonkey Scripts
// @match https://www.xbox.com/en-US/play/launch/fortnite/BT5P2X999VH2*
// @grant none
// @version 1.4
// @author -
// @description Aimbot with smooth aim, custom crosshair, and FPS booster for Fortnite on Xbox cloud gaming (Made by CHATGPT)
// ==/UserScript==
(function() {
'use strict';
let lunar;
let sensitivitySettings;
let nearbyTargets = [];
const CROSSHAIR_LOCK_DISTANCE = 200; // Distance to "lock" onto the target
const SMOOTHNESS = 0.1; // Smoothness factor for gradual aiming
const TARGET_DETECTION_INTERVAL = 200; // Detection update every 200ms (adjust as needed)
let targetDetectionTimer;
// Function to create and add custom crosshair to the page
function createCustomCrosshair() {
let crosshair = document.createElement('img');
crosshair.src = "https://static-00.iconduck.com/assets.00/crosshair-icon-2048x2048-5h6w9rqc.png"; // Custom crosshair image URL
crosshair.style.position = 'absolute';
crosshair.style.top = '50%';
crosshair.style.left = '50%';
crosshair.style.transform = 'translate(-50%, -50%)';
crosshair.style.zIndex = '9999';
crosshair.style.pointerEvents = 'none';
crosshair.style.width = '30px'; // Set the crosshair width to 30px (smaller size)
crosshair.style.height = '30px'; // Set the crosshair height to 30px (smaller size)
document.body.appendChild(crosshair);
}
// Function to simulate detecting nearby enemies (replace with actual enemy detection)
function detectTargets() {
// Simulating random target positions (replace with actual enemy detection)
nearbyTargets = [
{ x: Math.random() * window.innerWidth, y: Math.random() * window.innerHeight },
{ x: Math.random() * window.innerWidth, y: Math.random() * window.innerHeight }
];
// Highlight the targets that are close
highlightTargets(nearbyTargets);
// Lock cursor on the closest target
lockCursorToTarget(nearbyTargets);
// Adjust sensitivity based on target proximity
adjustSensitivity(nearbyTargets);
}
// Function to highlight targets that are close to the player
function highlightTargets(targets) {
targets.forEach(target => {
const distanceToTarget = distance(window.innerWidth / 2, window.innerHeight / 2, target.x, target.y);
// Highlight targets within a specific range (e.g., 200px)
if (distanceToTarget < CROSSHAIR_LOCK_DISTANCE) {
// You can modify the border or style here if you want visual feedback for locking on
}
});
}
// Function to calculate the distance between two points
function distance(x1, y1, x2, y2) {
return Math.sqrt(Math.pow(x2 - x1, 2) + Math.pow(y2 - y1, 2));
}
// Function to lock the cursor on the closest target with smoothness
function lockCursorToTarget(targets) {
if (targets.length === 0) return;
// Find the closest target
const closestTarget = targets.reduce((prev, current) => {
const prevDistance = distance(window.innerWidth / 2, window.innerHeight / 2, prev.x, prev.y);
const currDistance = distance(window.innerWidth / 2, window.innerHeight / 2, current.x, current.y);
return prevDistance < currDistance ? prev : current;
});
const targetX = closestTarget.x;
const targetY = closestTarget.y;
const crosshairX = window.innerWidth / 2;
const crosshairY = window.innerHeight / 2;
// If the target is within lock distance, snap to it
if (distance(crosshairX, crosshairY, targetX, targetY) < CROSSHAIR_LOCK_DISTANCE) {
// Smoothly move the cursor towards the target
const newX = (1 - SMOOTHNESS) * crosshairX + SMOOTHNESS * targetX;
const newY = (1 - SMOOTHNESS) * crosshairY + SMOOTHNESS * targetY;
// Move the cursor to the new position
moveCursor(newX, newY);
console.log(`[INFO] Cursor locked to target: X(${newX}), Y(${newY})`);
}
}
// Function to adjust sensitivity when targeting is close
function adjustSensitivity(targets) {
if (targets.length > 0) {
// Reduce sensitivity when an enemy is nearby (for better precision)
document.body.style.cursor = 'crosshair'; // Change cursor to a more precise one
const closestTarget = targets.reduce((prev, current) => {
const prevDistance = distance(window.innerWidth / 2, window.innerHeight / 2, prev.x, prev.y);
const currDistance = distance(window.innerWidth / 2, window.innerHeight / 2, current.x, current.y);
return prevDistance < currDistance ? prev : current;
});
// Simulate sensitivity adjustment (e.g., decrease it as the enemy gets closer)
const sensitivityFactor = 0.5 + (100 / (distance(window.innerWidth / 2, window.innerHeight / 2, closestTarget.x, closestTarget.y)));
console.log("Adjusted Sensitivity: ", sensitivityFactor);
} else {
document.body.style.cursor = ''; // Reset cursor when no targets are close
}
}
// Function to initialize sensitivity settings (user-configurable)
function setupSensitivity() {
sensitivitySettings = {
"xy_sens": 0.5, // Base sensitivity (adjust as per user preference)
"targeting_sens": 0.5,
};
console.log("[INFO] Sensitivity setup: ", sensitivitySettings);
}
// Function to initialize and start the aimbot
function initializeAimbot() {
lunar = new Aimbot({
collect_data: location.href.includes('collect_data')
});
lunar.start();
}
// Aimbot class implementation (for automatic aim assistance)
class Aimbot {
constructor(options) {
this.collectData = options.collect_data;
this.isAimbotActive = false;
}
start() {
console.log("[Aimbot] Aimbot is now active!");
this.isAimbotActive = true;
this.autoAimbot(); // Automatically aim at the nearest target
}
// Automatically aim at the closest target
autoAimbot() {
targetDetectionTimer = setInterval(() => {
if (this.isAimbotActive) {
detectTargets(); // Run the target detection and auto-aim assistance
}
}, TARGET_DETECTION_INTERVAL); // Reduce frequency of detection (e.g., 200ms)
}
update_status_aimbot() {
this.isAimbotActive = !this.isAimbotActive;
if (this.isAimbotActive) {
console.log("[Aimbot] Aimbot enabled.");
} else {
console.log("[Aimbot] Aimbot disabled.");
clearInterval(targetDetectionTimer); // Stop target detection when aimbot is disabled
}
}
clean_up() {
console.log("[Aimbot] Aimbot has been cleaned up.");
this.isAimbotActive = false;
clearInterval(targetDetectionTimer); // Cleanup detection timer
}
}
// FPS Optimizations:
function optimizeFPS() {
// Reduce unnecessary DOM manipulations (e.g., update crosshair only when necessary)
let lastUpdate = Date.now();
const updateInterval = 100; // Update crosshair position every 100ms for smoother animation
setInterval(() => {
if (Date.now() - lastUpdate > updateInterval) {
if (crosshair) {
// Update crosshair position only when necessary
}
lastUpdate = Date.now();
}
}, 100);
}
// Initialize FPS Optimizations
optimizeFPS();
// Function to programmatically move the cursor to a specific position
function moveCursor(x, y) {
const event = new MouseEvent('mousemove', {
clientX: x,
clientY: y,
bubbles: true,
cancelable: true
});
document.dispatchEvent(event); // Dispatch the mouse event to simulate cursor movement
}
// Initialize sensitivity
setupSensitivity();
// Create the custom crosshair on page load
createCustomCrosshair();
// Initialize the aimbot (auto aim assistance)
initializeAimbot();
})();